Artificer
Base Class: Artificer

The artificers known as Weavers spend their time trying to unravel and interpret the mysterious strands of time, reality, and destiny. They will find that these threads make interesting crossings, creating a pattern almost like weaving. And if a pattern exists, why not weave in an alternative destiny for yourself? They may start out as simple fashionistas and artisans, but will slowly evolve into beings with a higher understanding.

Tool Proficiency

3rd-level Weaver feature

When you adopt this specialization at 3rd level, you gain proficiency with weaver's tools and leatherworker's tools. If you already have either of these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.

Basics of Artifice

3rd-level Weaver feature

Due to the nature of their work with magical items, all artificers know the spells Detect Magic and Identify.

Weaver Spells

3rd-level Weaver feature

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Weaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Weaver Spells
Artificer Level Spell

3rd

absorb elements, shield

5th

spider climb, web

9th

counterspell, haste

13th

fabricate, polymorph

17th

seeming, animate objects

Arcane Clothier

3rd-level Weaver feature

By 3rd level, you have learned how to weave magical essence into a piece of clothing that you create called a habit, provided that you expend a spell slot of 1st-level or higher, spend the required time to craft the item, have the required materials to create fine clothing, and have weaver's tools in hand. The higher the quality and the more detailed the habit, the higher the spell level and time that is required. Additional hours are added on top of the time that it takes to create fine clothing. Higher quality habits have the effects of lower quality ones as well as their own. As a bonus action, a wearer can touch the lining of a habit crafted using this feature to activate it and gain its benefits. Habits may be activated an amount of times equal to 1 + your Intelligence modifier and the habit regains expended charges at the start of the next day. Due to this being a magical effect sustained by your abilities, the amount of habits that you are able to create using this feature is 1 + your Intelligence modifier. If you exceed the maximum number of crafted items, the oldest effect immediately ends. This habit is flexible enough that it does not rip or tear due to the wearer’s form changing shape or size, but does not retain its ability to be activated if the wearer’s form is different than the one that it was tailored for.

Gloweave. Tier 1 habit (Crafting requires 1 additional hour and a spell slot expended of 1st-level or higher) Some or all of this habit is made of a magic-imbued thread that glows a color that was specified at the time of crafting. Speaking the command word causes the glow to change in one of the following ways: on, off, or pulsating. The glow that is generated by this habit creates dim light in a radius of 5 feet.

Shiftweave. Tier 2 habit (Crafting requires 2 additional hours and a spell slot expended of 2nd-level or higher) This habit is capable of changing to a different style upon activation. The style can be treated as a disguise, a costume, or an aesthetic affect and remains until this effect is activated again. It may even be made to look like other types of magical clothing or armor, but it does not gain any of their benefits. The base amount of activations this habit has increases by 1.

Swiftweave. Tier 3 habit (Crafting requires 3 additional hours and a spell slot expended of 3rd-level or higher) The strong, magically-imbued threads of this habit are capable of harnessing kinetic energy over time and releasing it in short bursts. Upon activation, you can choose to take the Dash, Disengage, or Dodge actions as a bonus action on your turn. Additionally, as a bonus action, for a minute or until the wearer chooses to end the effect early, an illusion can appear in close proximity just above the surface of the habit, such as spectral butterflies flying around it or blue flames engulfing the wearer. The base amount of activations this habit has increases by 2.

Lockweave. Tier 4 habit (Crafting requires 4 additional hours and a spell slot expended of 4th-level or higher) Upon activation, all of the threads in this habit interlock, becoming immovable. For one round, this habit covers your entire body and you become invulnerable to all damage except psychic damage. While under the effects of this activation, you can take no other actions, bonus actions, or reactions and your speed is reduced to 0. The natural appearance of this habit is of tightly woven metallic threads covering most of your body. The base amount of activations this habit has increases by 3.

Allweave. Tier 5 habit (Crafting requires 5 additional hours and a spell slot expended of 5th-level or higher) Your tailoring and crafting abilities have become so refined that you are able to create a habit that expands to cover the wearer’s entire body upon activation, among other benefits. This habit is considered Mithral Chain Mail (16 AC, no stealth penalty), allows for a dexterity bonus up to +4, and does not require heavy armor proficiency. This habit is compatible with use of Unarmored Movement and Martial Arts (but not Unarmored Defense). The wearer can expend one of this habit’s activations to form a shield that is held in one hand, effectively giving the wearer a +2 shield. As a reaction, upon receiving damage from a melee attack that deals bludgeoning, piercing, or slashing damage, the wearer can expend one of the habit’s charges to reflect an equal amount of damage back at the attacker. Additionally, the wearer can expend one of this habit’s charges to grant advantage on a Strength or Dexterity check or saving throw. The base amount of activations this habit has increases by 4.

Powerweave

3rd-level Weaver feature

Your pursuits have led to you making clothing a conduit for your artificer magic. As an action, you can turn clothing you are wearing into powerweave, provided you have weaver’s tools in hand. Your powerweave incorporates itself into any armor you are wearing, intertwining in a fashion you see fit.

You gain the following benefits while wearing the powerweave:

  • Your AC equals 13 + your Intelligence modifier while you are wearing no armor.
  • You can use the powerweave as a spellcasting focus for your artificer spells.
  • Due to the magically tailored nature of your powerweave, it clings to your body and can’t be removed against your will.
  • You can suture wounds closed provided that you have weaver’s tools in hand. You have a pool of healing energy that you can apply to a thread used for these sutures that replenishes when you take a long rest. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This healing pool equals your Artificer level x 3 + your Intelligence modifier.
  • You can attempt to sow a severed limb back on to a willing creature upon a successful DC 20 Intelligence check. Upon a success, the limb is reattached and is able to function normally after 1d4 days.

The clothing continues to be powerweave until you doff it, you don other clothing, or you die.

Thread Count Matters

3rd-level Weaver feature

You can customize your powerweave. When you do so, choose one of the following threads to use: Ether Thread or Supermassive Thread. The thread you choose gives you special benefits while you wear it. Each type includes a special weapon.

You can change your powerweave's thread whenever you finish a short or long rest, provided you have weaver’s tools in hand.

Ether Thread

You shift a portion of the threads in your powerweave into the Ethereal Plane. It has the following benefits:

Weaver's Needle. You can manifest a large, partially ethereal sewing needle that fits in your hand attached to an ethereal thread that is sewn into your powerweave. This needle counts as a dagger with the finesse, light, and thrown properties with a normal range of 30 feet and a long range of 90 feet. You are proficient in the use of these needles and they use your Dexterity to determine your to hit bonus. These needles count as magical for the purpose of overcoming damage immunities and resistances to non-magical damage. Upon a hit, you deal piercing damage equal to 1d4 + your Dexterity modifier and an additional 1d6 psychic damage. Unless the needle is removed using the target’s action or bonus action, you can deal additional psychic damage using your action on subsequent turns, regardless of the distance between you and your target. This attack can be used with the Extra Attack class feature, creating multiple needles for each attack. The psychic damage dealt by this attack increases by 1d6 at 5th level, 11th level, and 17th level.

Ethereal Gait. Your movement speed increases by 5 feet.

The Ties that Bind. You can tie a partially ethereal thread connected to your powerweave to the finger of a willing humanoid. As an action, you can activate the ethereal nature of this thread and it vanishes into the Ethereal Plane, creating a tether with infinite range. While this thread is tied and intact, you can communicate telepathically with each other and know each other’s locations, regardless of distance and regardless of what planes of existence you both are on. You can use this feature on one target only and if you attempt to tie another thread in this manner the first effect immediately ends.

Supermassive Thread

The density of the threads that make up your powerweave increases to the point of becoming too heavy to lift for most creatures other than yourself. You form gauntlets made of high density metallic fabric attached to your powerweave. It has the following benefits:

Supermassive Gauntlets. You can make a melee attack using your supermassive gauntlets. You are proficient in the use of these gauntlets and they use your Strength score to determine your to hit bonus. These gauntlets count as magical for the purpose of overcoming damage immunities and resistances to non-magical damage. Upon a hit, the gauntlets deal bludgeoning damage equal to 1d4 + your Strength modifier and an additional 1d6 force damage. Additionally, the target is unable to take the Disengage action and the terrain around you in a radius of 15 feet becomes difficult terrain for all creatures except you until the start of your next turn due to the gravity generated by your gauntlets. This attack can be used with the Extra Attack class feature. The force damage dealt by this attack increases by 1d6 at 5th level, 11th level, and 17th level.

Cumbersome. Your movement speed decreases by 5 feet.

A Heavy Burden. Creatures that have grappled you have disadvantage on Strength checks to attempt to move you. Also, creatures other than you that attempt to hold even one thread of your supermassive powerweave must succeed on a Strength saving throw against your spell DC or be knocked prone.

Cull. As a bonus action, you can attempt to pull a target that is within 30 feet of you towards you by extending your arms and increasing the density of your gauntlets even further. The target must succeed on a Strength saving throw against your spell DC or be pulled 5 feet towards you.

Extra Attack

5th-level Weaver feature

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Silver Lining

9th-level Weaver feature

At 9th level, the lining in your garments absorbs some of the energy from incoming physical attacks that can be used later. If you are hit by an attack that deals bludgeoning, piercing, slashing, or force damage, you gain 2d6 to add to any damage you deal on an attack made during your next turn. The damage type is force. If you take a different action on your next turn, if your next attack misses, or if combat stops, the energy dissipates and the effect is lost.

You can use this energy a number of times equal to 1 plus your Intelligence modifier, but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

You gain one additional d6 to add to the damage dealt at 12th level, 15th level, and 18th level.

Loom of Fate

15th-level Weaver feature

At 15th level, you have such a profound understanding of the intricate strands that connect people to their destiny, that you can temporarily rearrange them. You can spend 10 minutes with your weaving tools to foresee the future of a number of people equal to 1 + your Intelligence modifier (which can include yourself). For an hour after that, they can't be surprised. On top of that, each affected creature gains a d20. This can be used to give advantage on an ability check, attack roll, or saving throw of the player’s choice. Alternatively, when an enemy makes an attack roll against a player, the player can roll their d20 and choose which outcome is used. If the enemy has advantage or disadvantage, this is applied before the player rolls their die. Any dice that are not spent within an hour are lost. You cannot use this feature again before finishing a long rest.

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